doom3-bfg/doomclassic/doom/doomlib.cpp
2013-11-16 16:22:42 +01:00

556 lines
16 KiB
C++

/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#include "Precompiled.h"
#include "globaldata.h"
#include "doomlib.h"
#include <assert.h>
#include "Main.h"
#include "sys/sys_session.h"
#include "idlib/Thread.h"
#include <sys/types.h>
// Store master volume settings in archived cvars, becausue we want them to apply
// even if a user isn't signed in.
// The range is from 0 to 15, which matches the setting in vanilla DOOM.
idCVar s_volume_sound( "s_volume_sound", "8", CVAR_ARCHIVE | CVAR_INTEGER, "sound volume", 0, 15 );
idCVar s_volume_midi( "s_volume_midi", "8", CVAR_ARCHIVE | CVAR_INTEGER, "music volume", 0, 15 );
idCVar m_show_messages( "m_show_messages", "1", CVAR_ARCHIVE | CVAR_INTEGER, "show messages", 0, 1 );
idCVar m_inDemoMode( "m_inDemoMode", "1", CVAR_INTEGER, "in demo mode", 0, 1 );
bool globalNetworking = false;
bool globalPauseTime = false;
int PLAYERCOUNT = 1;
#ifdef _DEBUG
bool debugOutput = true;
#else
bool debugOutput = false;
#endif
namespace DoomLib
{
static const char * Expansion_Names[] = {
"Ultimate DOOM", "DOOM II: Hell On Earth", "Final DOOM: TNT Evilution", "Final DOOM: Plutonia Experiment", "DOOM II: Master Levels", "DOOM II: No Rest For The Living"
};
static const char* Skill_Names[] = {
"I'm Too Young To Die!", "Hey, Not Too Rough!", "Hurt Me Plenty!", "Ultra-Violence", "Nightmare"
};
static const char* Filter_Names[] = {
"#str_friends", "#str_around", "#str_top15"
};
// Game-specific setup values.
static const char * Doom_MapNames[] = {
"E1M1: Hangar", "E1M2: Nuclear Plant", "E1M3: Toxin Refinery", "E1M4: Command Control", "E1M5: Phobos Lab", "E1M6: Central Processing", "E1M7: Computer Station", "E1M8: Phobos Anomaly", "E1M9: Military Base",
"E2M1: Deimos Anomaly", "E2M2: Containment Area", "E2M3: Refinery", "E2M4: Deimos Lab", "E2M5: Command Center", "E2M6: Halls of the Damned", "E2M7: Spawning Vats", "E2M8: Tower of Babel", "E2M9: Fortress of Mystery",
"E3M1: Hell Keep", "E3M2: Slough of Despair", "E3M3: Pandemonium", "E3M4: House of Pain", "E3M5: Unholy Cathedral", "E3M6: MT. Erebus", "E3M7: Gate to Limbo", "E3M8: DIS", "E3M9: Warrens",
"E4M1: Hell Beneath", "E4M2: Perfect Hatred", "E4M3: Sever The Wicked", "E4M4: Unruly Evil", "E4M5: They Will Repent", "E4M6: Against Thee Wickedly", "E4M7: And Hell Followed", "E4M8: Unto The Cruel", "E4M9: Fear"
};
static const char * Doom2_MapNames[] = {
"1: Entryway", "2: Underhalls", "3: The Gantlet", "4: The Focus", "5: The Waste Tunnels", "6: The Crusher", "7: Dead Simple", "8: Tricks and Traps", "9: The Pit", "10: Refueling Base",
"11: Circle of Death", "12: The Factory", "13: Downtown", "14: The Inmost Dens", "15: Industrial Zone", "16: Suburbs", "17: Tenements", "18: The Courtyard", "19: The Citadel", "20: Gotcha!",
"21: Nirvana", "22: The Catacombs", "23: Barrels O' Fun", "24: The Chasm", "25: Bloodfalls", "26: The Abandoned Mines", "27: Monster Condo", "28: The Spirit World", "29: The Living End",
"30: Icon of Sin", "31: IDKFA", "32: Keen"
};
static const char * TNT_MapNames[] = {
"1: System Control", "2: Human BBQ", "3: Power Control", "4: Wormhole", "5: Hangar", "6: Open Season", "7: Prison", "8: Metal", "9: Stronghold", "10: Redemption", "11: Storage Facility",
"12: Crater", "13: Nukage Processing", "14: Steel Works", "15: Dead Zone", "16: Deepest Reaches", "17: Processing Area", "18: Mill", "19: Shipping & Respawning", "20: Central Processing",
"21: Administration Center", "22: Habitat", "23: Lunar Mining Project", "24: Quarry", "25: Baron's Den", "26: Ballistyx", "27: Mount Pain", "28: Heck", "29: River Styx", "30: Last Call", "31: Pharaoh", "32: Caribbean"
};
static const char * Plut_MapNames[] = {
"1: Congo", "2: Well of Souls", "3: Aztec", "4: Caged", "5: Ghost Town", "6: Baron's Lair", "7: Caughtyard", "8: Realm", "9: Abattoire", "10: Onslaught", "11: Hunted", "12: Speed", "13: The Crypt", "14: Genesis",
"15: The Twilight", "16: The Omen", "17: Compound", "18: Neurosphere", "19: NME", "20: The Death Domain", "21: Slayer", "22: Impossible Mission", "23: Tombstone", "24: The Final Frontier", "25: The Temple of Darkness",
"26: Bunker", "27: Anti-Christ", "28: The Sewers", "29: Odyssey of Noises", "30: The Gateway of Hell", "31: Cyberden", "32: Go 2 It"
};
static const char * Mast_MapNames[] = {
"1: Attack", "2: Canyon","3: The Catwalk", "4: The Combine", "5: The Fistula", "6: The Garrison", "7: Titan Manor", "8: Paradox", "9: Subspace", "10: Subterra", "11: Trapped On Titan", "12: Virgil's Lead", "13: Minos' Judgement",
"14: Bloodsea Keep", "15: Mephisto's Maosoleum", "16: Nessus", "17: Geryon", "18: Vesperas", "19: Black Tower", "20: The Express Elevator To Hell", "21: Bad Dream"
};
static const char * Nerve_MapNames[] = {
"1: The Earth Base", "2: The Pain Labs", "3: Canyon of the Dead", "4: Hell Mountain", "5: Vivisection", "6: Inferno of Blood", "7: Baron's Banquet", "8: Tomb of Malevolence", "9: March of Demons"
};
const ExpansionData App_Expansion_Data_Local[] = {
{ ExpansionData::IWAD, retail, doom, "DOOM", DOOMWADDIR"DOOM.WAD", NULL, "base/textures/DOOMICON.PNG" , Doom_MapNames },
{ ExpansionData::IWAD, commercial, doom2, "DOOM 2", DOOMWADDIR"DOOM2.WAD", NULL, "base/textures/DOOM2ICON.PNG" , Doom2_MapNames },
{ ExpansionData::IWAD, commercial, pack_tnt, "FINAL DOOM: TNT EVILUTION", DOOMWADDIR"TNT.WAD", NULL, "base/textures/TNTICON.PNG" , TNT_MapNames },
{ ExpansionData::IWAD, commercial, pack_plut, "FINAL DOOM: PLUTONIA EXPERIMENT", DOOMWADDIR"PLUTONIA.WAD", NULL, "base/textures/PLUTICON.PNG" , Plut_MapNames },
{ ExpansionData::PWAD, commercial, pack_master, "DOOM 2: MASTER LEVELS", DOOMWADDIR"DOOM2.WAD", DOOMWADDIR"MASTERLEVELS.WAD", "base/textures/MASTICON.PNG" , Mast_MapNames },
{ ExpansionData::PWAD, commercial, pack_nerve, "DOOM 2: NO REST FOR THE LIVING", DOOMWADDIR"DOOM2.WAD", DOOMWADDIR"NERVE.WAD", "base/textures/NERVEICON.PNG" , Nerve_MapNames },
};
int classicRemap[K_LAST_KEY];
const ExpansionData * GetCurrentExpansion() {
return &App_Expansion_Data_Local[ DoomLib::expansionSelected ];
}
void SetCurrentExpansion( int expansion ) {
expansionDirty = true;
expansionSelected = expansion;
}
void SetIdealExpansion( int expansion ) {
idealExpansion = expansion;
}
idStr currentMapName;
idStr currentDifficulty;
void SetCurrentMapName( idStr name ) { currentMapName = name; }
const idStr & GetCurrentMapName() { return currentMapName; }
void SetCurrentDifficulty( idStr name ) { currentDifficulty = name; }
const idStr & GetCurrentDifficulty() { return currentDifficulty; }
int currentplayer = -1;
Globals *globaldata[4];
//RecvFunc Recv;
//SendFunc Send;
//SendRemoteFunc SendRemote;
bool Active = true;
DoomInterface Interface;
int idealExpansion = 0;
int expansionSelected = 0;
bool expansionDirty = true;
bool skipToLoad = false;
char loadGamePath[MAX_PATH];
bool skipToNew = false;
int chosenSkill = 0;
int chosenEpisode = 1;
idMatchParameters matchParms;
void * (*Z_Malloc)( int size, int tag, void* user ) = NULL;
void (*Z_FreeTag)(int lowtag );
idArray< idSysMutex, 4 > playerScreenMutexes;
void ExitGame() {
// TODO: If we ever support splitscreen and online,
// we'll have to call D_QuitNetGame for all local players.
DoomLib::SetPlayer( 0 );
D_QuitNetGame();
session->QuitMatch();
}
void ShowXToContinue( bool activate ) {
}
/*
========================
DoomLib::GetGameSKU
========================
*/
gameSKU_t GetGameSKU() {
if ( common->GetCurrentGame() == DOOM_CLASSIC ) {
return GAME_SKU_DOOM1_BFG;
} else if ( common->GetCurrentGame() == DOOM2_CLASSIC ) {
return GAME_SKU_DOOM2_BFG;
}
assert( false && "Invalid basepath" );
return GAME_SKU_DCC;
}
/*
========================
DoomLib::ActivateGame
========================
*/
void ActivateGame() {
Active = true;
// Turn off menu toggler
int originalPlayer = DoomLib::GetPlayer();
for ( int i = 0; i < Interface.GetNumPlayers(); i++ ) {
DoomLib::SetPlayer(i);
::g->menuactive = false;
}
globalPauseTime = false;
DoomLib::SetPlayer( originalPlayer );
}
/*
========================
DoomLib::HandleEndMatch
========================
*/
void HandleEndMatch() {
if ( session->GetGameLobbyBase().IsHost() ) {
ShowXToContinue( false );
session->EndMatch();
}
}
};
extern void I_InitGraphics();
extern void D_DoomMain();
extern bool D_DoomMainPoll();
extern void I_InitInput();
extern void D_RunFrame( bool );
extern void I_ShutdownSound();
extern void I_ShutdownMusic();
extern void I_ShutdownGraphics();
extern void I_ProcessSoundEvents( void );
void DoomLib::InitGlobals( void *ptr /* = NULL */ )
{
if (ptr == NULL)
ptr = new Globals;
globaldata[currentplayer] = static_cast<Globals*>(ptr);
memset( globaldata[currentplayer], 0, sizeof(Globals) );
g = globaldata[currentplayer];
g->InitGlobals();
}
void *DoomLib::GetGlobalData( int player ) {
return globaldata[player];
}
void DoomLib::InitControlRemap() {
memset( classicRemap, K_NONE, sizeof( classicRemap ) );
classicRemap[K_JOY3] = KEY_TAB ;
classicRemap[K_JOY4] = K_MINUS;
classicRemap[K_JOY2] = K_EQUALS;
classicRemap[K_JOY9] = K_ESCAPE ;
classicRemap[K_JOY_STICK1_UP] = K_UPARROW ;
classicRemap[K_JOY_DPAD_UP] = K_UPARROW ;
classicRemap[K_JOY_STICK1_DOWN] = K_DOWNARROW ;
classicRemap[K_JOY_DPAD_DOWN] = K_DOWNARROW ;
classicRemap[K_JOY_STICK1_LEFT] = K_LEFTARROW ;
classicRemap[K_JOY_DPAD_LEFT] = K_LEFTARROW ;
classicRemap[K_JOY_STICK1_RIGHT] = K_RIGHTARROW ;
classicRemap[K_JOY_DPAD_RIGHT] = K_RIGHTARROW ;
classicRemap[K_JOY1] = K_ENTER;
}
keyNum_t DoomLib::RemapControl( keyNum_t key ) {
if( classicRemap[ key ] == K_NONE ) {
return key;
} else {
if( ::g->menuactive && key == K_JOY2 ) {
return K_BACKSPACE;
}
return (keyNum_t)classicRemap[ key ];
}
}
void DoomLib::InitGame( int argc, char** argv )
{
::g->myargc = argc;
::g->myargv = argv;
InitControlRemap();
D_DoomMain();
}
bool DoomLib::Poll()
{
return D_DoomMainPoll();
}
bool TryRunTics( idUserCmdMgr * userCmdMgr );
bool DoomLib::Tic( idUserCmdMgr * userCmdMgr )
{
return TryRunTics( userCmdMgr );
}
void D_Wipe();
void DoomLib::Wipe()
{
D_Wipe();
}
void DoomLib::Frame( int realoffset, int buffer )
{
::g->realoffset = realoffset;
// The render thread needs to read the player's screens[0] array,
// so updating it needs to be in a critical section.
// This may seem like a really broad mutex (which it is), and if performance
// suffers too much, we can try to narrow the scope.
// Just be careful, because the player's screen data is updated in many different
// places.
if ( 0 <= currentplayer && currentplayer <= 4 ) {
idScopedCriticalSection crit( playerScreenMutexes[currentplayer] );
D_RunFrame( true );
}
}
void DoomLib::Draw()
{
R_RenderPlayerView (&::g->players[::g->displayplayer]);
}
angle_t GetViewAngle()
{
return g->viewangle;
}
void SetViewAngle( angle_t ang )
{
g->viewangle = ang;
::g->viewxoffset = (finesine[g->viewangle>>ANGLETOFINESHIFT]*::g->realoffset) >> 8;
::g->viewyoffset = (finecosine[g->viewangle>>ANGLETOFINESHIFT]*::g->realoffset) >> 8;
}
void SetViewX( fixed_t x )
{
::g->viewx = x;
}
void SetViewY( fixed_t y )
{
::g->viewy = y;
}
fixed_t GetViewX()
{
return ::g->viewx + ::g->viewxoffset;
}
fixed_t GetViewY()
{
return ::g->viewy + ::g->viewyoffset;
}
void DoomLib::Shutdown() {
//D_QuitNetGame ();
I_ShutdownSound();
I_ShutdownGraphics();
W_Shutdown();
// De-allocate the zone memory (never happened in original doom, until quit)
if ( ::g->mainzone ) {
free( ::g->mainzone );
}
// Delete the globals
if ( globaldata[currentplayer] ) {
delete globaldata[currentplayer];
globaldata[currentplayer] = NULL;
}
}
// static
void DoomLib::SetPlayer( int id )
{
currentplayer = id;
if ( id < 0 || id >= MAX_PLAYERS ) {
g = NULL;
}
else {
// Big Fucking hack.
if( globalNetworking && session->GetGameLobbyBase().GetMatchParms().matchFlags | MATCH_ONLINE ) {
currentplayer = 0;
}
g = globaldata[currentplayer];
}
}
#if 0
void DoomLib::SetNetworking( RecvFunc rf, SendFunc sf, SendRemoteFunc sendRemote )
{
Recv = rf;
Send = sf;
SendRemote = sendRemote;
}
#endif
int DoomLib::GetPlayer()
{
return currentplayer;
}
byte DoomLib::BuildSourceDest( int toNode ) {
byte sourceDest = 0;
sourceDest |= ::g->consoleplayer << 2;
sourceDest |= RemoteNodeToPlayerIndex( toNode );
return sourceDest;
}
void I_Printf(char *error, ...);
void DoomLib::GetSourceDest( byte sourceDest, int* source, int* dest ) {
int src = (sourceDest & 12) >> 2;
int dst = sourceDest & 3;
*source = PlayerIndexToRemoteNode( src );
//I_Printf( "GetSourceDest Current Player(%d) %d --> %d\n", GetPlayer(), src, *source );
*dest = PlayerIndexToRemoteNode( dst );
}
int nodeMap[4][4] = {
{0, 1, 2, 3}, //Player 0
{1, 0, 2, 3}, //Player 1
{2, 0, 1, 3}, //Player 2
{3, 0, 1, 2} //Player 3
};
int DoomLib::RemoteNodeToPlayerIndex( int node ) {
//This needs to be called with the proper doom globals set so this calculation will work properly
/*
int player = ::g->consoleplayer;
if (player == 2 && node == 2 ) {
int suck = 0;
}
if( node == player ) {
return 0;
}
if( node - player <= 0 ) {
return node+1;
}
return node;*/
return nodeMap[::g->consoleplayer][node];
}
int indexMap[4][4] = {
{0, 1, 2, 3}, //Player 0
{1, 0, 2, 3}, //Player 1
{1, 2, 0, 3}, //Player 2
{1, 2, 3, 0} //Player 3
};
int DoomLib::PlayerIndexToRemoteNode( int index ) {
/*int player = ::g->consoleplayer;
if( index == 0 ) {
return player;
}
if( index <= player ) {
return index-1;
}
return index;*/
return indexMap[::g->consoleplayer][index];
}
void I_Error (const char *error, ...);
extern bool useTech5Packets;
void DoomLib::PollNetwork() {
#if 0
if ( !useTech5Packets ) {
if ( !globalNetworking ) {
return;
}
int c;
struct sockaddr fromaddress;
socklen_t fromlen;
doomdata_t sw;
while(1) {
int receivedSize = recvfrom( ::g->insocket, &sw, sizeof( doomdata_t ), MSG_DONTWAIT, &fromaddress, &fromlen );
//c = WSARecvFrom(::g->insocket, &buffer, 1, &num_recieved, &flags, (struct sockaddr*)&fromaddress, &fromlen, 0, 0);
if ( receivedSize < 0 )
{
int err = sys_net_errno;
if (err != SYS_NET_EWOULDBLOCK ) {
I_Error ("GetPacket: %d", err );
//I_Printf ("GetPacket: %s",strerror(errno));
}
return;
}
printf( "RECEIVED PACKET!!\n" );
int source;
int dest;
GetSourceDest( sw.sourceDest, &source, &dest );
//Push the packet onto the network stack to be processed.
DoomLib::Send( (char*)&sw, receivedSize, NULL, dest );
}
}
#endif
}
void DoomLib::SendNetwork() {
if ( !globalNetworking ) {
return;
}
//DoomLib::SendRemote();
}
void DoomLib::RunSound() {
I_ProcessSoundEvents();
}